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refactor(Core/Game): restyle game lib with astyle (#3466)
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@@ -19,46 +19,46 @@ class SpellInfo;
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class HostileRefManager : public RefManager<Unit, ThreatManager>
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{
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private:
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Unit* iOwner;
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public:
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explicit HostileRefManager(Unit* owner) { iOwner = owner; }
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~HostileRefManager();
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private:
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Unit* iOwner;
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public:
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explicit HostileRefManager(Unit* owner) { iOwner = owner; }
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~HostileRefManager();
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Unit* GetOwner() { return iOwner; }
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Unit* GetOwner() { return iOwner; }
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// send threat to all my hateres for the victim
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// The victim is hated than by them as well
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// use for buffs and healing threat functionality
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void threatAssist(Unit* victim, float baseThreat, SpellInfo const* threatSpell = nullptr);
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// send threat to all my hateres for the victim
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// The victim is hated than by them as well
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// use for buffs and healing threat functionality
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void threatAssist(Unit* victim, float baseThreat, SpellInfo const* threatSpell = nullptr);
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void addTempThreat(float threat, bool apply);
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void addTempThreat(float threat, bool apply);
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void addThreatPercent(int32 percent);
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void addThreatPercent(int32 percent);
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// The references are not needed anymore
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// tell the source to remove them from the list and free the mem
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void deleteReferences();
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// The references are not needed anymore
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// tell the source to remove them from the list and free the mem
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void deleteReferences();
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// Remove specific faction references
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void deleteReferencesForFaction(uint32 faction);
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// Remove specific faction references
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void deleteReferencesForFaction(uint32 faction);
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// pussywizard: for combat bugs
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void deleteReferencesOutOfRange(float range);
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// pussywizard: for combat bugs
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void deleteReferencesOutOfRange(float range);
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HostileReference* getFirst() { return ((HostileReference*) RefManager<Unit, ThreatManager>::getFirst()); }
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HostileReference* getFirst() { return ((HostileReference*) RefManager<Unit, ThreatManager>::getFirst()); }
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void updateThreatTables();
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void updateThreatTables();
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void setOnlineOfflineState(bool isOnline);
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void setOnlineOfflineState(bool isOnline);
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// set state for one reference, defined by Unit
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void setOnlineOfflineState(Unit* creature, bool isOnline);
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// set state for one reference, defined by Unit
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void setOnlineOfflineState(Unit* creature, bool isOnline);
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// delete one reference, defined by Unit
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void deleteReference(Unit* creature);
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// delete one reference, defined by Unit
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void deleteReference(Unit* creature);
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void UpdateVisibility(bool checkThreat);
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void UpdateVisibility(bool checkThreat);
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};
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//=================================================
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#endif
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